Spellcaster Studios

Make it happen…

Monthly Archives: June 2014

Playthrough, Part II

Today I’ve played the game until the part where the storyline stops, because I didn’t implement anymore of it… I’ve fixed loads of small bugs, most of them related to the changes I’ve introduced since I wrote those scripts, and some writing as well. Major tech fix was a overhaul of the 3d sprite system. […]

And done!

Editor is now complete… I’ll probably add some more tools to it as I go along using it, but for now it’s complete enough for my purposes. Even mirroring and constraints are supported, besides solving the bugs with the bounding boxes (basically I was adding the position twice to the bounding box when shifting it […]

Not quite yet…

Finished the props system on the editor… It still has some issues, but it’s mostly done! Only thing remaining on the editor are a couple of tools: constraints (so we can do straight lines easily) and mirror (because most of what I do is symmetrical in nature). After that, I can get back to the […]

Almost done with the editor…

Although this is taking a bit more time than I expected (mostly due to feature creep), the editor is almost done, only props and model painting is missing from it… And it looks great! The editor now supports custom brushes, that can be made by saving a map created this way… On the above screenshot, […]

More progress on the editor

Added colors (diffuse and emissive) to the editor, which improves the gamut of choices…   There’s still some bugs… rebuilding the mesh when I paint voxels sometimes does a bad job, but I think that has to do with the update of the mesh itself, because when I force a refresh (which deletes the meshes, […]

Small progress on the editor

Yesterday I had a very long evening, and as such today I’m a bit hungover, which means not a lot of energy for development… Anyway, keeping with my own pledge to do at least a bit every day, I progressed a bit further in the editor. Now the editing area can be grown/shrunk, and the […]

Enter the editor…

Some of the areas of the game are story-driven, and as such they should look unique… I could build algorithms to generate specific areas (as I did with the temple), but after some thought, I arrived to the concluding that’s counter-productive… building an algorithm that builds something interesting is time-consuming and it’s only worth it […]

New collision detection

Until now, the collision detection of the player character and the game world was point based, i.e. I would detect if the player could move to a position if the differential of heights of the new position was smaller than the “step size”. This would lead to this: Half the character is penetrating the scene, […]

Playthrough, Part I

Currently, I’m playing the game again, fixing small bugs (rendering and scripting) in the cutscenes, trying to tune up what I’ve done so far, so I can start progressing a bit more in the direction of having a complete game (then I’ll have the balancing and polishing phases, yay). First third of the game is […]

More text, some math…

Today I fixed some more of the text system, it looks much better than yesterday now, in terms of spacing (which makes the text easier to read): Also fixed some bugs with z-fighting (still plenty to go around with a 24-bit buffer), and now the fade-outs go to real black (annoyed the hell out of […]